Code style

This commit is contained in:
Yunfan Li
2024-08-05 12:12:00 +08:00
parent f706fa2ba6
commit bb67c45e64
3 changed files with 183 additions and 201 deletions

View File

@@ -29,7 +29,8 @@ bool FollowAction::Execute(Event event)
if (Formation::IsNullLocation(loc) || loc.GetMapId() == -1) if (Formation::IsNullLocation(loc) || loc.GetMapId() == -1)
return false; return false;
moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), false, false, false, true); moved = MoveTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), false, false, false,
true);
} }
if (Pet* pet = bot->GetPet()) if (Pet* pet = bot->GetPet())

View File

@@ -161,7 +161,8 @@ bool MovementAction::MoveToLOS(WorldObject* target, bool ranged)
return false; return false;
} }
bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react, bool normal_only, bool exact_waypoint) bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle, bool react, bool normal_only,
bool exact_waypoint)
{ {
UpdateMovementState(); UpdateMovementState();
if (!IsMovingAllowed(mapId, x, y, z)) if (!IsMovingAllowed(mapId, x, y, z))
@@ -796,8 +797,8 @@ bool MovementAction::ReachCombatTo(Unit* target, float distance)
targetMoveDist = std::min(5.0f, targetMoveDist); targetMoveDist = std::min(5.0f, targetMoveDist);
tx += targetMoveDist * cos(target->GetOrientation()); tx += targetMoveDist * cos(target->GetOrientation());
ty += targetMoveDist * sin(target->GetOrientation()); ty += targetMoveDist * sin(target->GetOrientation());
if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), if (!target->GetMap()->CheckCollisionAndGetValidCoords(target, target->GetPositionX(), target->GetPositionY(),
tx, ty, tz)) target->GetPositionZ(), tx, ty, tz))
{ {
// disable prediction if position is invalid // disable prediction if position is invalid
tx = target->GetPositionX(); tx = target->GetPositionX();

View File

@@ -184,202 +184,182 @@ public:
creators["buy tabard"] = &TriggerContext::buy_tabard; creators["buy tabard"] = &TriggerContext::buy_tabard;
creators["leave large guild"] = &TriggerContext::leave_large_guild; creators["leave large guild"] = &TriggerContext::leave_large_guild;
} }
private:
static Trigger* give_food(PlayerbotAI * botAI) { return new GiveFoodTrigger(botAI); } private:
static Trigger* give_water(PlayerbotAI * botAI) { return new GiveWaterTrigger(botAI); } static Trigger* give_food(PlayerbotAI* botAI) { return new GiveFoodTrigger(botAI); }
static Trigger* no_rti(PlayerbotAI * botAI) { return new NoRtiTrigger(botAI); } static Trigger* give_water(PlayerbotAI* botAI) { return new GiveWaterTrigger(botAI); }
static Trigger* _return(PlayerbotAI * botAI) { return new ReturnTrigger(botAI); } static Trigger* no_rti(PlayerbotAI* botAI) { return new NoRtiTrigger(botAI); }
static Trigger* sit(PlayerbotAI * botAI) { return new SitTrigger(botAI); } static Trigger* _return(PlayerbotAI* botAI) { return new ReturnTrigger(botAI); }
static Trigger* far_from_rpg_target(PlayerbotAI * botAI) { return new FarFromRpgTargetTrigger(botAI); } static Trigger* sit(PlayerbotAI* botAI) { return new SitTrigger(botAI); }
static Trigger* near_rpg_target(PlayerbotAI * botAI) { return new NearRpgTargetTrigger(botAI); } static Trigger* far_from_rpg_target(PlayerbotAI* botAI) { return new FarFromRpgTargetTrigger(botAI); }
static Trigger* far_from_travel_target(PlayerbotAI * botAI) { return new FarFromTravelTargetTrigger(botAI); } static Trigger* near_rpg_target(PlayerbotAI* botAI) { return new NearRpgTargetTrigger(botAI); }
static Trigger* no_travel_target(PlayerbotAI * botAI) { return new NoTravelTargetTrigger(botAI); } static Trigger* far_from_travel_target(PlayerbotAI* botAI) { return new FarFromTravelTargetTrigger(botAI); }
static Trigger* no_rpg_target(PlayerbotAI * botAI) { return new NoRpgTargetTrigger(botAI); } static Trigger* no_travel_target(PlayerbotAI* botAI) { return new NoTravelTargetTrigger(botAI); }
static Trigger* has_rpg_target(PlayerbotAI * botAI) { return new HasRpgTargetTrigger(botAI); } static Trigger* no_rpg_target(PlayerbotAI* botAI) { return new NoRpgTargetTrigger(botAI); }
static Trigger* collision(PlayerbotAI * botAI) { return new CollisionTrigger(botAI); } static Trigger* has_rpg_target(PlayerbotAI* botAI) { return new HasRpgTargetTrigger(botAI); }
static Trigger* lfg_proposal_active(PlayerbotAI * botAI) { return new LfgProposalActiveTrigger(botAI); } static Trigger* collision(PlayerbotAI* botAI) { return new CollisionTrigger(botAI); }
static Trigger* unknown_dungeon(PlayerbotAI * botAI) { return new UnknownDungeonTrigger(botAI); } static Trigger* lfg_proposal_active(PlayerbotAI* botAI) { return new LfgProposalActiveTrigger(botAI); }
static Trigger* invalid_target(PlayerbotAI * botAI) { return new InvalidTargetTrigger(botAI); } static Trigger* unknown_dungeon(PlayerbotAI* botAI) { return new UnknownDungeonTrigger(botAI); }
static Trigger* critical_aoe_heal(PlayerbotAI * botAI) static Trigger* invalid_target(PlayerbotAI* botAI) { return new InvalidTargetTrigger(botAI); }
{ static Trigger* critical_aoe_heal(PlayerbotAI* botAI)
return new AoeHealTrigger(botAI, "critical aoe heal", "critical", 2); {
} return new AoeHealTrigger(botAI, "critical aoe heal", "critical", 2);
static Trigger* low_aoe_heal(PlayerbotAI * botAI) }
{ static Trigger* low_aoe_heal(PlayerbotAI* botAI) { return new AoeHealTrigger(botAI, "low aoe heal", "low", 2); }
return new AoeHealTrigger(botAI, "low aoe heal", "low", 2); static Trigger* medium_aoe_heal(PlayerbotAI* botAI)
} {
static Trigger* medium_aoe_heal(PlayerbotAI * botAI) return new AoeHealTrigger(botAI, "medium aoe heal", "medium", 2);
{ }
return new AoeHealTrigger(botAI, "medium aoe heal", "medium", 2); static Trigger* almost_full_aoe_heal(PlayerbotAI* botAI)
} {
static Trigger* almost_full_aoe_heal(PlayerbotAI * botAI) return new AoeHealTrigger(botAI, "almost full aoe heal", "almost full", 2);
{ }
return new AoeHealTrigger(botAI, "almost full aoe heal", "almost full", 2); static Trigger* group_heal_occasion(PlayerbotAI* ai)
} {
static Trigger* group_heal_occasion(PlayerbotAI * ai) return new AoeInGroupTrigger(ai, "group heal occasion", "almost full", 0.6);
{ }
return new AoeInGroupTrigger(ai, "group heal occasion", "almost full", 0.6); static Trigger* medium_group_heal_occasion(PlayerbotAI* ai)
} {
static Trigger* medium_group_heal_occasion(PlayerbotAI * ai) return new AoeInGroupTrigger(ai, "group heal occasion", "medium", 0.6);
{ }
return new AoeInGroupTrigger(ai, "group heal occasion", "medium", 0.6); static Trigger* target_changed(PlayerbotAI* botAI) { return new TargetChangedTrigger(botAI); }
} static Trigger* swimming(PlayerbotAI* botAI) { return new IsSwimmingTrigger(botAI); }
static Trigger* target_changed(PlayerbotAI * botAI) { return new TargetChangedTrigger(botAI); } static Trigger* no_possible_targets(PlayerbotAI* botAI) { return new NoPossibleTargetsTrigger(botAI); }
static Trigger* swimming(PlayerbotAI * botAI) { return new IsSwimmingTrigger(botAI); } static Trigger* possible_adds(PlayerbotAI* botAI) { return new PossibleAddsTrigger(botAI); }
static Trigger* no_possible_targets(PlayerbotAI * botAI) { return new NoPossibleTargetsTrigger(botAI); } static Trigger* can_loot(PlayerbotAI* botAI) { return new CanLootTrigger(botAI); }
static Trigger* possible_adds(PlayerbotAI * botAI) { return new PossibleAddsTrigger(botAI); } static Trigger* far_from_loot_target(PlayerbotAI* botAI) { return new FarFromCurrentLootTrigger(botAI); }
static Trigger* can_loot(PlayerbotAI * botAI) { return new CanLootTrigger(botAI); } static Trigger* far_from_master(PlayerbotAI* botAI) { return new FarFromMasterTrigger(botAI); }
static Trigger* far_from_loot_target(PlayerbotAI * botAI) { return new FarFromCurrentLootTrigger(botAI); } static Trigger* behind_target(PlayerbotAI* botAI) { return new IsBehindTargetTrigger(botAI); }
static Trigger* far_from_master(PlayerbotAI * botAI) { return new FarFromMasterTrigger(botAI); } static Trigger* not_behind_target(PlayerbotAI* botAI) { return new IsNotBehindTargetTrigger(botAI); }
static Trigger* behind_target(PlayerbotAI * botAI) { return new IsBehindTargetTrigger(botAI); } static Trigger* not_facing_target(PlayerbotAI* botAI) { return new IsNotFacingTargetTrigger(botAI); }
static Trigger* not_behind_target(PlayerbotAI * botAI) { return new IsNotBehindTargetTrigger(botAI); } static Trigger* panic(PlayerbotAI* botAI) { return new PanicTrigger(botAI); }
static Trigger* not_facing_target(PlayerbotAI * botAI) { return new IsNotFacingTargetTrigger(botAI); } static Trigger* outnumbered(PlayerbotAI* botAI) { return new OutNumberedTrigger(botAI); }
static Trigger* panic(PlayerbotAI * botAI) { return new PanicTrigger(botAI); } static Trigger* no_drink(PlayerbotAI* botAI) { return new NoDrinkTrigger(botAI); }
static Trigger* outnumbered(PlayerbotAI * botAI) { return new OutNumberedTrigger(botAI); } static Trigger* no_food(PlayerbotAI* botAI) { return new NoFoodTrigger(botAI); }
static Trigger* no_drink(PlayerbotAI * botAI) { return new NoDrinkTrigger(botAI); } static Trigger* LightAoe(PlayerbotAI* botAI) { return new LightAoeTrigger(botAI); }
static Trigger* no_food(PlayerbotAI * botAI) { return new NoFoodTrigger(botAI); } static Trigger* MediumAoe(PlayerbotAI* botAI) { return new MediumAoeTrigger(botAI); }
static Trigger* LightAoe(PlayerbotAI * botAI) { return new LightAoeTrigger(botAI); } static Trigger* HighAoe(PlayerbotAI* botAI) { return new HighAoeTrigger(botAI); }
static Trigger* MediumAoe(PlayerbotAI * botAI) { return new MediumAoeTrigger(botAI); } static Trigger* HasAreaDebuff(PlayerbotAI* botAI) { return new HasAreaDebuffTrigger(botAI); }
static Trigger* HighAoe(PlayerbotAI * botAI) { return new HighAoeTrigger(botAI); } static Trigger* LoseAggro(PlayerbotAI* botAI) { return new LoseAggroTrigger(botAI); }
static Trigger* HasAreaDebuff(PlayerbotAI * botAI) { return new HasAreaDebuffTrigger(botAI); } static Trigger* HasAggro(PlayerbotAI* botAI) { return new HasAggroTrigger(botAI); }
static Trigger* LoseAggro(PlayerbotAI * botAI) { return new LoseAggroTrigger(botAI); } static Trigger* LowHealth(PlayerbotAI* botAI) { return new LowHealthTrigger(botAI); }
static Trigger* HasAggro(PlayerbotAI * botAI) { return new HasAggroTrigger(botAI); } static Trigger* MediumHealth(PlayerbotAI* botAI) { return new MediumHealthTrigger(botAI); }
static Trigger* LowHealth(PlayerbotAI * botAI) { return new LowHealthTrigger(botAI); } static Trigger* AlmostFullHealth(PlayerbotAI* botAI) { return new AlmostFullHealthTrigger(botAI); }
static Trigger* MediumHealth(PlayerbotAI * botAI) { return new MediumHealthTrigger(botAI); } static Trigger* CriticalHealth(PlayerbotAI* botAI) { return new CriticalHealthTrigger(botAI); }
static Trigger* AlmostFullHealth(PlayerbotAI * botAI) { return new AlmostFullHealthTrigger(botAI); } static Trigger* TargetCriticalHealth(PlayerbotAI* botAI) { return new TargetCriticalHealthTrigger(botAI); }
static Trigger* CriticalHealth(PlayerbotAI * botAI) { return new CriticalHealthTrigger(botAI); } static Trigger* LowMana(PlayerbotAI* botAI) { return new LowManaTrigger(botAI); }
static Trigger* TargetCriticalHealth(PlayerbotAI * botAI) { return new TargetCriticalHealthTrigger(botAI); } static Trigger* MediumMana(PlayerbotAI* botAI) { return new MediumManaTrigger(botAI); }
static Trigger* LowMana(PlayerbotAI * botAI) { return new LowManaTrigger(botAI); } static Trigger* HighMana(PlayerbotAI* botAI) { return new HighManaTrigger(botAI); }
static Trigger* MediumMana(PlayerbotAI * botAI) { return new MediumManaTrigger(botAI); } static Trigger* AlmostFullMana(PlayerbotAI* botAI) { return new AlmostFullManaTrigger(botAI); }
static Trigger* HighMana(PlayerbotAI * botAI) { return new HighManaTrigger(botAI); } static Trigger* EnoughMana(PlayerbotAI* botAI) { return new EnoughManaTrigger(botAI); }
static Trigger* AlmostFullMana(PlayerbotAI * botAI) { return new AlmostFullManaTrigger(botAI); } static Trigger* LightRageAvailable(PlayerbotAI* botAI) { return new LightRageAvailableTrigger(botAI); }
static Trigger* EnoughMana(PlayerbotAI * botAI) { return new EnoughManaTrigger(botAI); } static Trigger* MediumRageAvailable(PlayerbotAI* botAI) { return new MediumRageAvailableTrigger(botAI); }
static Trigger* LightRageAvailable(PlayerbotAI * botAI) { return new LightRageAvailableTrigger(botAI); } static Trigger* HighRageAvailable(PlayerbotAI* botAI) { return new HighRageAvailableTrigger(botAI); }
static Trigger* MediumRageAvailable(PlayerbotAI * botAI) { return new MediumRageAvailableTrigger(botAI); } static Trigger* LightEnergyAvailable(PlayerbotAI* botAI) { return new LightEnergyAvailableTrigger(botAI); }
static Trigger* HighRageAvailable(PlayerbotAI * botAI) { return new HighRageAvailableTrigger(botAI); } static Trigger* MediumEnergyAvailable(PlayerbotAI* botAI) { return new MediumEnergyAvailableTrigger(botAI); }
static Trigger* LightEnergyAvailable(PlayerbotAI * botAI) { return new LightEnergyAvailableTrigger(botAI); } static Trigger* HighEnergyAvailable(PlayerbotAI* botAI) { return new HighEnergyAvailableTrigger(botAI); }
static Trigger* MediumEnergyAvailable(PlayerbotAI * botAI) { return new MediumEnergyAvailableTrigger(botAI); } static Trigger* LootAvailable(PlayerbotAI* botAI) { return new LootAvailableTrigger(botAI); }
static Trigger* HighEnergyAvailable(PlayerbotAI * botAI) { return new HighEnergyAvailableTrigger(botAI); } static Trigger* NoAttackers(PlayerbotAI* botAI) { return new NoAttackersTrigger(botAI); }
static Trigger* LootAvailable(PlayerbotAI * botAI) { return new LootAvailableTrigger(botAI); } static Trigger* TankAssist(PlayerbotAI* botAI) { return new TankAssistTrigger(botAI); }
static Trigger* NoAttackers(PlayerbotAI * botAI) { return new NoAttackersTrigger(botAI); } static Trigger* Timer(PlayerbotAI* botAI) { return new TimerTrigger(botAI); }
static Trigger* TankAssist(PlayerbotAI * botAI) { return new TankAssistTrigger(botAI); } static Trigger* NoTarget(PlayerbotAI* botAI) { return new NoTargetTrigger(botAI); }
static Trigger* Timer(PlayerbotAI * botAI) { return new TimerTrigger(botAI); } static Trigger* TargetInSight(PlayerbotAI* botAI) { return new TargetInSightTrigger(botAI); }
static Trigger* NoTarget(PlayerbotAI * botAI) { return new NoTargetTrigger(botAI); } static Trigger* not_dps_target_active(PlayerbotAI* botAI) { return new NotDpsTargetActiveTrigger(botAI); }
static Trigger* TargetInSight(PlayerbotAI * botAI) { return new TargetInSightTrigger(botAI); } static Trigger* not_dps_aoe_target_active(PlayerbotAI* botAI) { return new NotDpsAoeTargetActiveTrigger(botAI); }
static Trigger* not_dps_target_active(PlayerbotAI * botAI) { return new NotDpsTargetActiveTrigger(botAI); } static Trigger* has_nearest_adds(PlayerbotAI* botAI) { return new HasNearestAddsTrigger(botAI); }
static Trigger* not_dps_aoe_target_active(PlayerbotAI * botAI) static Trigger* enemy_player_near(PlayerbotAI* botAI) { return new EnemyPlayerNear(botAI); }
{ static Trigger* Random(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "random", 20); }
return new NotDpsAoeTargetActiveTrigger(botAI); static Trigger* seldom(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "seldom", 300); }
} static Trigger* often(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "often", 5); }
static Trigger* has_nearest_adds(PlayerbotAI * botAI) { return new HasNearestAddsTrigger(botAI); } static Trigger* EnemyOutOfMelee(PlayerbotAI* botAI) { return new EnemyOutOfMeleeTrigger(botAI); }
static Trigger* enemy_player_near(PlayerbotAI * botAI) { return new EnemyPlayerNear(botAI); } static Trigger* EnemyOutOfSpell(PlayerbotAI* botAI) { return new EnemyOutOfSpellRangeTrigger(botAI); }
static Trigger* Random(PlayerbotAI * botAI) { return new RandomTrigger(botAI, "random", 20); } static Trigger* enemy_too_close_for_spell(PlayerbotAI* botAI) { return new EnemyTooCloseForSpellTrigger(botAI); }
static Trigger* seldom(PlayerbotAI * botAI) { return new RandomTrigger(botAI, "seldom", 300); } static Trigger* enemy_too_close_for_auto_shot(PlayerbotAI* botAI)
static Trigger* often(PlayerbotAI * botAI) { return new RandomTrigger(botAI, "often", 5); } {
static Trigger* EnemyOutOfMelee(PlayerbotAI * botAI) { return new EnemyOutOfMeleeTrigger(botAI); } return new EnemyTooCloseForAutoShotTrigger(botAI);
static Trigger* EnemyOutOfSpell(PlayerbotAI * botAI) { return new EnemyOutOfSpellRangeTrigger(botAI); } }
static Trigger* enemy_too_close_for_spell(PlayerbotAI * botAI) static Trigger* enemy_too_close_for_shoot(PlayerbotAI* botAI) { return new EnemyTooCloseForShootTrigger(botAI); }
{ static Trigger* enemy_too_close_for_melee(PlayerbotAI* botAI) { return new EnemyTooCloseForMeleeTrigger(botAI); }
return new EnemyTooCloseForSpellTrigger(botAI); static Trigger* enemy_is_close(PlayerbotAI* botAI) { return new EnemyIsCloseTrigger(botAI); }
} static Trigger* enemy_within_melee(PlayerbotAI* botAI) { return new EnemyWithinMeleeTrigger(botAI); }
static Trigger* enemy_too_close_for_auto_shot(PlayerbotAI * botAI) static Trigger* party_member_to_heal_out_of_spell_range(PlayerbotAI* botAI)
{ {
return new EnemyTooCloseForAutoShotTrigger(botAI); return new PartyMemberToHealOutOfSpellRangeTrigger(botAI);
} }
static Trigger* enemy_too_close_for_shoot(PlayerbotAI * botAI) static Trigger* ComboPointsAvailable(PlayerbotAI* botAI) { return new ComboPointsAvailableTrigger(botAI); }
{ static Trigger* ComboPoints3Available(PlayerbotAI* botAI) { return new ComboPointsAvailableTrigger(botAI, 3); }
return new EnemyTooCloseForShootTrigger(botAI); static Trigger* MediumThreat(PlayerbotAI* botAI) { return new MediumThreatTrigger(botAI); }
} static Trigger* Dead(PlayerbotAI* botAI) { return new DeadTrigger(botAI); }
static Trigger* enemy_too_close_for_melee(PlayerbotAI * botAI) static Trigger* corpse_near(PlayerbotAI* botAI) { return new CorpseNearTrigger(botAI); }
{ static Trigger* PartyMemberDead(PlayerbotAI* botAI) { return new PartyMemberDeadTrigger(botAI); }
return new EnemyTooCloseForMeleeTrigger(botAI); static Trigger* CombatPartyMemberDead(PlayerbotAI* botAI) { return new CombatPartyMemberDeadTrigger(botAI); }
} static Trigger* PartyMemberLowHealth(PlayerbotAI* botAI) { return new PartyMemberLowHealthTrigger(botAI); }
static Trigger* enemy_is_close(PlayerbotAI * botAI) { return new EnemyIsCloseTrigger(botAI); } static Trigger* PartyMemberMediumHealth(PlayerbotAI* botAI) { return new PartyMemberMediumHealthTrigger(botAI); }
static Trigger* enemy_within_melee(PlayerbotAI * botAI) { return new EnemyWithinMeleeTrigger(botAI); } static Trigger* PartyMemberAlmostFullHealth(PlayerbotAI* botAI)
static Trigger* party_member_to_heal_out_of_spell_range(PlayerbotAI * botAI) {
{ return new PartyMemberAlmostFullHealthTrigger(botAI);
return new PartyMemberToHealOutOfSpellRangeTrigger(botAI); }
} static Trigger* PartyMemberCriticalHealth(PlayerbotAI* botAI)
static Trigger* ComboPointsAvailable(PlayerbotAI * botAI) { return new ComboPointsAvailableTrigger(botAI); } {
static Trigger* ComboPoints3Available(PlayerbotAI * botAI) { return new ComboPointsAvailableTrigger(botAI, 3); } return new PartyMemberCriticalHealthTrigger(botAI);
static Trigger* MediumThreat(PlayerbotAI * botAI) { return new MediumThreatTrigger(botAI); } }
static Trigger* Dead(PlayerbotAI * botAI) { return new DeadTrigger(botAI); } static Trigger* protect_party_member(PlayerbotAI* botAI) { return new ProtectPartyMemberTrigger(botAI); }
static Trigger* corpse_near(PlayerbotAI * botAI) { return new CorpseNearTrigger(botAI); } static Trigger* no_pet(PlayerbotAI* botAI) { return new NoPetTrigger(botAI); }
static Trigger* PartyMemberDead(PlayerbotAI * botAI) { return new PartyMemberDeadTrigger(botAI); } static Trigger* has_pet(PlayerbotAI* botAI) { return new HasPetTrigger(botAI); }
static Trigger* CombatPartyMemberDead(PlayerbotAI * botAI) { return new CombatPartyMemberDeadTrigger(botAI); } static Trigger* pet_attack(PlayerbotAI* botAI) { return new PetAttackTrigger(botAI); }
static Trigger* PartyMemberLowHealth(PlayerbotAI * botAI) { return new PartyMemberLowHealthTrigger(botAI); } static Trigger* has_attackers(PlayerbotAI* botAI) { return new HasAttackersTrigger(botAI); }
static Trigger* PartyMemberMediumHealth(PlayerbotAI * botAI) static Trigger* random_bot_update_trigger(PlayerbotAI* botAI) { return new RandomBotUpdateTrigger(botAI); }
{ static Trigger* no_non_bot_players_around(PlayerbotAI* botAI) { return new NoNonBotPlayersAroundTrigger(botAI); }
return new PartyMemberMediumHealthTrigger(botAI); static Trigger* new_player_nearby(PlayerbotAI* botAI) { return new NewPlayerNearbyTrigger(botAI); }
} static Trigger* bg_waiting(PlayerbotAI* botAI) { return new BgWaitingTrigger(botAI); }
static Trigger* PartyMemberAlmostFullHealth(PlayerbotAI * botAI) static Trigger* bg_active(PlayerbotAI* botAI) { return new BgActiveTrigger(botAI); }
{ static Trigger* bg_invite_active(PlayerbotAI* botAI) { return new BgInviteActiveTrigger(botAI); }
return new PartyMemberAlmostFullHealthTrigger(botAI); static Trigger* inside_bg(PlayerbotAI* botAI) { return new InsideBGTrigger(botAI); }
} static Trigger* player_has_no_flag(PlayerbotAI* botAI) { return new PlayerHasNoFlag(botAI); }
static Trigger* PartyMemberCriticalHealth(PlayerbotAI * botAI) static Trigger* player_has_flag(PlayerbotAI* botAI) { return new PlayerHasFlag(botAI); }
{ static Trigger* team_has_flag(PlayerbotAI* botAI) { return new TeamHasFlag(botAI); }
return new PartyMemberCriticalHealthTrigger(botAI); static Trigger* enemy_team_has_flag(PlayerbotAI* botAI) { return new EnemyTeamHasFlag(botAI); }
} static Trigger* enemy_flagcarrier_near(PlayerbotAI* botAI) { return new EnemyFlagCarrierNear(botAI); }
static Trigger* protect_party_member(PlayerbotAI * botAI) { return new ProtectPartyMemberTrigger(botAI); } static Trigger* player_is_in_BATTLEGROUND(PlayerbotAI* botAI) { return new PlayerIsInBattleground(botAI); }
static Trigger* no_pet(PlayerbotAI * botAI) { return new NoPetTrigger(botAI); } static Trigger* player_is_in_BATTLEGROUND_no_flag(PlayerbotAI* botAI)
static Trigger* has_pet(PlayerbotAI * botAI) { return new HasPetTrigger(botAI); } {
static Trigger* pet_attack(PlayerbotAI * botAI) { return new PetAttackTrigger(botAI); } return new PlayerIsInBattlegroundWithoutFlag(botAI);
static Trigger* has_attackers(PlayerbotAI * botAI) { return new HasAttackersTrigger(botAI); } }
static Trigger* random_bot_update_trigger(PlayerbotAI * botAI) { return new RandomBotUpdateTrigger(botAI); } static Trigger* mounted(PlayerbotAI* botAI) { return new IsMountedTrigger(botAI); }
static Trigger* no_non_bot_players_around(PlayerbotAI * botAI) static Trigger* at_dark_portal_outland(PlayerbotAI* botAI) { return new AtDarkPortalOutlandTrigger(botAI); }
{ static Trigger* at_dark_portal_azeroth(PlayerbotAI* botAI) { return new AtDarkPortalAzerothTrigger(botAI); }
return new NoNonBotPlayersAroundTrigger(botAI); static Trigger* in_vehicle(PlayerbotAI* botAI) { return new InVehicleTrigger(botAI); }
} static Trigger* vehicle_near(PlayerbotAI* botAI) { return new VehicleNearTrigger(botAI); }
static Trigger* new_player_nearby(PlayerbotAI * botAI) { return new NewPlayerNearbyTrigger(botAI); } static Trigger* near_dark_portal(PlayerbotAI* botAI) { return new NearDarkPortalTrigger(botAI); }
static Trigger* bg_waiting(PlayerbotAI * botAI) { return new BgWaitingTrigger(botAI); } static Trigger* need_world_buff(PlayerbotAI* botAI) { return new NeedWorldBuffTrigger(botAI); }
static Trigger* bg_active(PlayerbotAI * botAI) { return new BgActiveTrigger(botAI); } static Trigger* falling(PlayerbotAI* botAI) { return new IsFallingTrigger(botAI); }
static Trigger* bg_invite_active(PlayerbotAI * botAI) { return new BgInviteActiveTrigger(botAI); } static Trigger* falling_far(PlayerbotAI* botAI) { return new IsFallingFarTrigger(botAI); }
static Trigger* inside_bg(PlayerbotAI * botAI) { return new InsideBGTrigger(botAI); } static Trigger* move_stuck(PlayerbotAI* botAI) { return new MoveStuckTrigger(botAI); }
static Trigger* player_has_no_flag(PlayerbotAI * botAI) { return new PlayerHasNoFlag(botAI); } static Trigger* move_long_stuck(PlayerbotAI* botAI) { return new MoveLongStuckTrigger(botAI); }
static Trigger* player_has_flag(PlayerbotAI * botAI) { return new PlayerHasFlag(botAI); } static Trigger* combat_stuck(PlayerbotAI* botAI) { return new CombatStuckTrigger(botAI); }
static Trigger* team_has_flag(PlayerbotAI * botAI) { return new TeamHasFlag(botAI); } static Trigger* combat_long_stuck(PlayerbotAI* botAI) { return new CombatLongStuckTrigger(botAI); }
static Trigger* enemy_team_has_flag(PlayerbotAI * botAI) { return new EnemyTeamHasFlag(botAI); } static Trigger* player_wants_in_bg(PlayerbotAI* botAI) { return new PlayerWantsInBattlegroundTrigger(botAI); }
static Trigger* enemy_flagcarrier_near(PlayerbotAI * botAI) { return new EnemyFlagCarrierNear(botAI); } static Trigger* petition_signed(PlayerbotAI* botAI) { return new PetitionTurnInTrigger(botAI); }
static Trigger* player_is_in_BATTLEGROUND(PlayerbotAI * botAI) { return new PlayerIsInBattleground(botAI); } static Trigger* buy_tabard(PlayerbotAI* botAI) { return new BuyTabardTrigger(botAI); }
static Trigger* player_is_in_BATTLEGROUND_no_flag(PlayerbotAI * botAI) static Trigger* leave_large_guild(PlayerbotAI* botAI) { return new LeaveLargeGuildTrigger(botAI); }
{ static Trigger* rpg(PlayerbotAI* botAI) { return new RpgTrigger(botAI); }
return new PlayerIsInBattlegroundWithoutFlag(botAI); static Trigger* rpg_taxi(PlayerbotAI* botAI) { return new RpgTaxiTrigger(botAI); }
} static Trigger* rpg_discover(PlayerbotAI* botAI) { return new RpgDiscoverTrigger(botAI); }
static Trigger* mounted(PlayerbotAI * botAI) { return new IsMountedTrigger(botAI); } static Trigger* rpg_start_quest(PlayerbotAI* botAI) { return new RpgStartQuestTrigger(botAI); }
static Trigger* at_dark_portal_outland(PlayerbotAI * botAI) { return new AtDarkPortalOutlandTrigger(botAI); } static Trigger* rpg_end_quest(PlayerbotAI* botAI) { return new RpgEndQuestTrigger(botAI); }
static Trigger* at_dark_portal_azeroth(PlayerbotAI * botAI) { return new AtDarkPortalAzerothTrigger(botAI); } static Trigger* rpg_buy(PlayerbotAI* botAI) { return new RpgBuyTrigger(botAI); }
static Trigger* in_vehicle(PlayerbotAI * botAI) { return new InVehicleTrigger(botAI); } static Trigger* rpg_sell(PlayerbotAI* botAI) { return new RpgSellTrigger(botAI); }
static Trigger* vehicle_near(PlayerbotAI * botAI) { return new VehicleNearTrigger(botAI); } static Trigger* rpg_repair(PlayerbotAI* botAI) { return new RpgRepairTrigger(botAI); }
static Trigger* near_dark_portal(PlayerbotAI * botAI) { return new NearDarkPortalTrigger(botAI); } static Trigger* rpg_train(PlayerbotAI* botAI) { return new RpgTrainTrigger(botAI); }
static Trigger* need_world_buff(PlayerbotAI * botAI) { return new NeedWorldBuffTrigger(botAI); } static Trigger* rpg_heal(PlayerbotAI* botAI) { return new RpgHealTrigger(botAI); }
static Trigger* falling(PlayerbotAI * botAI) { return new IsFallingTrigger(botAI); } static Trigger* rpg_home_bind(PlayerbotAI* botAI) { return new RpgHomeBindTrigger(botAI); }
static Trigger* falling_far(PlayerbotAI * botAI) { return new IsFallingFarTrigger(botAI); } static Trigger* rpg_queue_bg(PlayerbotAI* botAI) { return new RpgQueueBGTrigger(botAI); }
static Trigger* move_stuck(PlayerbotAI * botAI) { return new MoveStuckTrigger(botAI); } static Trigger* rpg_buy_petition(PlayerbotAI* botAI) { return new RpgBuyPetitionTrigger(botAI); }
static Trigger* move_long_stuck(PlayerbotAI * botAI) { return new MoveLongStuckTrigger(botAI); } static Trigger* rpg_use(PlayerbotAI* botAI) { return new RpgUseTrigger(botAI); }
static Trigger* combat_stuck(PlayerbotAI * botAI) { return new CombatStuckTrigger(botAI); } static Trigger* rpg_spell(PlayerbotAI* botAI) { return new RpgUseTrigger(botAI); }
static Trigger* combat_long_stuck(PlayerbotAI * botAI) { return new CombatLongStuckTrigger(botAI); } static Trigger* rpg_craft(PlayerbotAI* botAI) { return new RpgCraftTrigger(botAI); }
static Trigger* player_wants_in_bg(PlayerbotAI * botAI) { return new PlayerWantsInBattlegroundTrigger(botAI); } static Trigger* rpg_trade_useful(PlayerbotAI* botAI) { return new RpgTradeUsefulTrigger(botAI); }
static Trigger* petition_signed(PlayerbotAI * botAI) { return new PetitionTurnInTrigger(botAI); } static Trigger* rpg_duel(PlayerbotAI* botAI) { return new RpgDuelTrigger(botAI); }
static Trigger* buy_tabard(PlayerbotAI * botAI) { return new BuyTabardTrigger(botAI); } };
static Trigger* leave_large_guild(PlayerbotAI * botAI) { return new LeaveLargeGuildTrigger(botAI); }
static Trigger* rpg(PlayerbotAI * botAI) { return new RpgTrigger(botAI); }
static Trigger* rpg_taxi(PlayerbotAI * botAI) { return new RpgTaxiTrigger(botAI); }
static Trigger* rpg_discover(PlayerbotAI * botAI) { return new RpgDiscoverTrigger(botAI); }
static Trigger* rpg_start_quest(PlayerbotAI * botAI) { return new RpgStartQuestTrigger(botAI); }
static Trigger* rpg_end_quest(PlayerbotAI * botAI) { return new RpgEndQuestTrigger(botAI); }
static Trigger* rpg_buy(PlayerbotAI * botAI) { return new RpgBuyTrigger(botAI); }
static Trigger* rpg_sell(PlayerbotAI * botAI) { return new RpgSellTrigger(botAI); }
static Trigger* rpg_repair(PlayerbotAI * botAI) { return new RpgRepairTrigger(botAI); }
static Trigger* rpg_train(PlayerbotAI * botAI) { return new RpgTrainTrigger(botAI); }
static Trigger* rpg_heal(PlayerbotAI * botAI) { return new RpgHealTrigger(botAI); }
static Trigger* rpg_home_bind(PlayerbotAI * botAI) { return new RpgHomeBindTrigger(botAI); }
static Trigger* rpg_queue_bg(PlayerbotAI * botAI) { return new RpgQueueBGTrigger(botAI); }
static Trigger* rpg_buy_petition(PlayerbotAI * botAI) { return new RpgBuyPetitionTrigger(botAI); }
static Trigger* rpg_use(PlayerbotAI * botAI) { return new RpgUseTrigger(botAI); }
static Trigger* rpg_spell(PlayerbotAI * botAI) { return new RpgUseTrigger(botAI); }
static Trigger* rpg_craft(PlayerbotAI * botAI) { return new RpgCraftTrigger(botAI); }
static Trigger* rpg_trade_useful(PlayerbotAI * botAI) { return new RpgTradeUsefulTrigger(botAI); }
static Trigger* rpg_duel(PlayerbotAI * botAI) { return new RpgDuelTrigger(botAI); }
};
#endif #endif